BIH

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In Darkplaces, BIH is overlay implementation. Being activated, it replaces default BSP implementation in collision code. BIH is faster than BSP, requires less memory, and much more stable at arbitrary triangle meshes.
 
In Darkplaces, BIH is overlay implementation. Being activated, it replaces default BSP implementation in collision code. BIH is faster than BSP, requires less memory, and much more stable at arbitrary triangle meshes.
  
== Console variables ==
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==Console variables==
 
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{{cvar|mod_collision_bih|enables use of BIH. Always on in Blood Omnicide.}}
mod_collision_bih : enables use of BIH. Always on in Blood Omnicide.
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[[Category:Glossary]]
 
[[Category:Glossary]]
 
[[Category:Darkplaces engine]]
 
[[Category:Darkplaces engine]]
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{{finished}}

Revision as of 00:46, 31 July 2012

BIH (Bounding Interval Hierarchy) is a partitioning data structure similar to BSP (Binary Space Partitioning) used by Quake1-3 games.

Some general attributes:

  • Very fast construction times
  • Low memory footprint
  • Simple and fast traversal
  • Very simple construction and traversal algorithms
  • High numerical precision during construction and traversal
  • Flatter tree structure (decreased tree depth) compared to kd-trees

In Darkplaces, BIH is overlay implementation. Being activated, it replaces default BSP implementation in collision code. BIH is faster than BSP, requires less memory, and much more stable at arbitrary triangle meshes.

Console variables

 mod_collision_bih : enables use of BIH. Always on in Blood Omnicide.
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